Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Kelley Scott
Spring 2017
Law and Technology
1
I. Introduction
Ray Kurzweil, one of the leading inventors of our time, famously discussed emerging
technologies and found that [a]n analysis of the history of technology shows that
Kurzweil's Law, also known as the Law of Accelerating Returns, is relevant to emerging
legal technologies such as augmented and virtual reality, even though they are in their
infancy. Dealing with emerging legal issues in these technologies is important since we
won't experience 100 years of progress in the 21st century--it will be more like 20,000
The rapid pace at which technology is evolving has created a lag between the
development of new technologies and the legal and ethical oversight that governs them.3
technologies, will fundamentally change the practice of law in several areas. Emerging
technology in the sphere of virtual reality and augmented reality is not just an important
topic; it is arguably the one of the most important topics as it relates to the future of
emerging regulation and liability standards. This paper will examine historical advances in
the last 40 years and the advent of modern virtual reality and augmented reality software
and hardware. It will posit a framework for the regulation of these enhanced visual and
1
Kurzweil, The Law of Accelerating Returns (March 7, 2011), available at www.kurzweilai.net/the-
law-of-accelerating-returns.
2
Id.
3
Stephanie Noble, Researching Emerging Technology, Colo. Law, August 2013, at 103.
2
sensory systems as they are utilized in video games. It will also seek to explore the legal
issues rooted in the different types of human-game system interactions, both at the
manufacturer and end-user level. Finally, this paper will seek to use the fundamental
concepts of autonomy, agency, causation, intentionalism, and liability to look at the future
augmented and virtual reality systems and competing theories of liability as we approach
reality and augmented reality are, how they differ, and what their modern day and
potential future applications consist of. Early scholars defined virtual reality as:
manufacturers of such devices. However, it fails to provide the necessary background for
since it does not provide the necessary insight into the processes or potential affects, some
dangerous, makes regulation difficult, and does not give potential consumers adequate
information to have settled expectations of what a virtual reality gaming experience might
4
Steuer, Jonathan. Defining virtual reality: Dimensions determining telepresence. Journal of
communication 42.4 (1992): 73-93.
5
Id. at 74.
3
The term virtual reality was coined by was coined in 1989 by Jaron Lanier, who was
the CEO of VPL Research, Inc. VPL Research Inc. was an early manufacturer of gloves,
goggles, and other VR products at that time.6 In short, the term applies to both virtual
reality systems, such as Google Glass, Oculus Rift, Google Box, and other sorts of wearable
interactive hardware, as well as the software driving these things. In addition, however,
virtual reality also refers to the experience of presence that one can feel when utilizing
this type of hardware in a gaming experience. Virtual reality in this way acts as a virtual
extension of ones self7; this concept is important when discussing potential areas of
liability that utilize some sort of physical harm requirement, as well as in discussions of
Augmented reality differs from virtual reality in several ways. These technologies
theoretically less invasive due to the fact that it does not completely overwrite the senses
of the user with virtual stimulus, augmented reality is may actually pose greater risk
because the immersive quality can exceed that of virtual reality, given that there is a
being used.
virtual objects in a real environment, runs in real-time and mobile mode, registers
6
Krueger, M. (1991). Artificial Reality (2nd ed.) Reading, MA: Addison-Wesley.
7
Geiger, Christian, et al. "A framework for the structured design of VR/AR content." Proceedings of the
ACM symposium on Virtual reality software and technology. ACM, 2000.
8
Milgram, Paul, et al. Augmented reality: A class of displays on the reality-virtuality continuum.
Photonics for industrial applications. International Society for Optics and Photonics, 1995.
4
(aligns) real and virtual objects with each other, the virtual augmentation is based on
dynamic, 3-D objects (e.g., interactive, deformable virtual characters).9 These capabilities
are similar to that of virtual reality, and many of the concerns discussed regarding liability
for current and future video game applications are shared between the two. However, in
some circumstances, the nature of augmented reality may shift the onus to the
manufacturer to provide a means for the user to determine what is real and what part of
Gaming companies have been attempting to apply virtual reality and augmented
reality technologies for many years. Sega Master System released 3D glasses in the 1980s
that paired with games such as Space Harrier, Klaxxon 3D, and Missile Defense10. However
this early foray into three dimensional gaming was not as profitable as Sega hoped it might
be. The Nintendo Virtual Boy was hyped as the first portable console that was hyped to be
However, many found the technology and user interface to be lacking. Some users felt
queasy using the system, and the user interface was clunky and made gaming difficult.
In the 1990s, virtual reality entered the arcade gaming scene, and many different
racing, fighting, and flying simulations enjoyed moderate success. Virtuality Group, one of
the leaders in this gaming technology at the time, introduced a home version using Phillips
9
Papagiannakis, George, Gurminder Singh, and Nadia MagnenatThalmann. "A survey of mobile and
wireless technologies for augmented reality systems." Computer Animation and Virtual Worlds 19.1
(2008): 3-22.
10
Workman, R. A Brief History of Video Game Virtual Reality, and Why This Time Will be Different.
2014. Prima.
5
Electronics technology in 1995.11 Although priced moderately, the unit failed to grasp a
technology has advanced to the point where the hardware/software is truly affordable, and
mentioned before, Oculus, Sonys Morpheus Project (now named as Playstation VR), and
HTC Vive, Samsungs Gear VR, Google Daydream, Glass, and Cardboard are all recent
Augmented reality has also experienced a resurgence in gaming. The most obvious
example of this is Niantic/Nintendos Pokemon Go, but the background for Pokemon Go
was based on an earlier game by Niantic called Ingress. Pokemon Go was wildly popular12
at its inception, causing some major liability questions regarding use of augmented reality
in mobile gaming. Both games use mapping to simulate a virtual world that is tracked by
the players movements, and while interest has waned due to several issues, it still enjoys
moderate success. No doubt there will be more games that utilize this feature in the future.
wearables that can affect all of the senses become available to the general public for a
reasonable price. The Intel 4004 was released in 1971 and was their first commercially
available CPU from Intel. It had a clock rate of 740 kHz. The Raspberry Pi 2 clocks at
11
Id.
12
Om Malik, Pokmon Go Will Make You Crave Augmented Reality, THE NEW YORKER (Jul. 12, 2016), http://
www.newyorker.com/tech/elements/pokemon-go-will-make-you-crave-augmented-reality;
6
1GHz(x4), with better instruction sets. With this in mind, the Raspberry Pi 2 is likely many
thousands of times faster than the Intel 4004. In addition, computers available at the time
ranged from approximately two thousand dollars all the way to nearly forty thousand for
the first portable computer system. The Pi 2 costs around 40 dollars. The rapid advances
and lower costs of virtual reality systems will likely mirror that of computers, and for this
reason, we may soon have extremely advanced VR/AR gaming systems available for mass
consumption.
a. Virtual Violence
The fundamentally immersive nature of virtual reality and augmented reality will
change the way that gamers engage with each other. Technology may soon provide a
technological means to experience the sensations of real interactions with one another,
absent physiological consequences. This creates a potential for interpersonal violence, due
to the strong sense of presence that virtual and augmented reality create for the end-user.
User interactions based on this sense of presence may have the ability to cause real world
physical and psychological consequences to those who use the technology. The question
arises: How should the law deal with these circumstances when they do arise? Virtual
reality may force us to confront complicated questions about how we define acts of
violence, and how significant we find physical consequences, as opposed to the mere
13
Jaclyn Seelagy, Virtual Violence, 64 UCLA L. Rev. Discourse 412 (2016)
7
One example that has been put forth is that if a child was to undertake
game, so that the experiences of performing either act were indistinguishable from
performing the real thing, then one can naturally conclude that the child may suffer from an
Additionally, if real soldiers return from real wars with real cases of psychological
damage such as Post-traumatic Stress Disorder (PTSD) or shellshock, it very well may
be that the Call of Duty of the future could, by simulating reality to a sufficiently high level,
Alternatively, VR has been used to help treat soldiers returning from Iraq who suffer
from PTSD.16 The doctors and scientists who were responsible for this application of
VR/AR gaming technology found that, the best way to treat anxiety disorders such as fears
of heights and flying is the gradual, systematic exposure to the stimuli that cause anxiety ....
With PTSD caused by war this is more difficult, so we are using virtual reality to create
imagined exposure.17 They were extremely successful in this application, finding that,
14
Id.
15
Eric T. Gerson, More Gore: Video Game Violence and the Technology of the Future, 76 Brook. L. Rev.
1121, 1140-43, (2011) (exploring the likely possibility that virtual reality will be a part of future video
game technologies and its attendant difficulties)
16
Nic Fleming, Virtual Iraq: Soldiers Treated with Video Games, The Telegraph (Feb. 19, 2007, 12:01
AM), http:// www.telegraph.co.uk/news/worldnews/northamerica/usa/1543157/Virtual-Iraq-Soldiers-
treated-with-videogames.html.
17
Id.
8
80% of the treatment completers ... showed both statistically and clinically meaningful
However, this ability to immerse soldiers in environments that could trigger the
stimuli that were responsible for their PTSD shows a darker side of virtual reality and
augmented reality. The analog to this is that it is likely possible, given the immersive nature
of VR/AR in gaming, to create stimuli that are severely disturbing20 to some players. Some
children or adults with predispositions to psychoses or who have suffered previous trauma
may be affected by stimuli that others may not be.21 The manufacturers and users of these
types of video games are engaging in not only an exchange of ideas, [but also] an exchange
of experiences as well.22
that have aspects of virtual violence will depend on several factors inherent in the people
using the games. Some gamers may be egg-shell Plaintiffs due to personal traits like age,
extent of desensitization, and past trauma23. The age of the gamer will likely affect his or
18
See generally Naomi Josman et al., BusWorld: An Analog Pilot Test of a Virtual Environment
Designed to Treat Posttraumatic Stress Disorder Originating from a Terrorist Suicide Bomb Attack, 11
Cyberpsychology & Behav. 775 (2008) (analyzing test results of a virtual reality system intended to help
PTSD sufferers)
19
Albert Rizzo et al., Development and Clinical Results from the Virtual Iraq Exposure Therapy
Application for PTSD, 1208 Ann. N.Y. Acad. Sci. 114, 122, available at
http://ict.usc.edu/files/publications/Rizzo_ IEEEXplore.pdf.
20
Arriaga, Patrcia, et al. "Are the effects of Unreal violent video games pronounced when playing with a
virtual reality system?." Aggressive behavior 34.5 (2008): 521-538.
21
Gersen at 1143-1145.
22
Robert Bryan Norris, Jr., It's All Fun and Games Until Someone Gets Hurt: Brown v. Entertainment
Merchants Association and the Problem of Interactivity, 13 N.C.J.L. & Tech. On. 81, 10203 (2011)
23
Seelagy at 34.
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her degree of immersion in the game, which by nature will lead to differences in how
Some experiences will have no effect on some users and traumatize others, such as
phobias and triggers of past trauma. Other factors affecting these harms might be more
legally relevant than the choice of victim. Technological change and variation that affects
the extent of presence, for instance, will affect how much harm an experience can do.
Extreme immersion with several senses contributing to the experience, potentially creating
a high degree of presence, will probably come closer to real violence in the harm it does
than low levels of presence involving only a few senses. Recently, scientists have mapped
the brains interaction with virtual reality systems, and it was shown that activation of the
sensory networks related to the various senses was identical to actual real world stimulus
in sufficiently immersive environments.24 If a game is equipped with hardware that has the
potential to cause actual pain, an experience that triggers this ability will obviously affect
that person more strongly than a game that does not have this type of immersion. Similarly,
games that utilize hardware that can affect multiple senses, i.e. touch, smell, vision,
auditory inputs, taste, or direct neural stimulation will increase the immersion felt by the
user. These types of equipment may also be more difficult to remove or exit the gaming
experience from. Virtual reality equipment that a user cannot readily remove or exit will
probably increase the damage done by any potentially harmful experience, because it will
extend the duration of the experience and make the user feel more trapped. Whatever form
24
Mellet, Emmanuel, et al. Impact of the virtual reality on the neural representation of an environment.
Human brain mapping 31.7 (2010): 1065-1075.
10
an attack takes, abuse of virtual reality is likely capable of causing serious psychological
Some courts have applied trespass law to online activity in the context of servers
and e-mail.26 If virtual land may qualify as a legally cognizable property interest, then a
person who enters another virtual land has committed the tort of trespass. Given the
relatively open nature of virtual worlds, it is likely that there will be many instances of
circumstances, it is clear that the remedy available would be limited by the harm inflicted.27
Thus, a virtual bystander who wanders into another's property inflicts only de
minimis injury that is not worth litigating. However, other actions may warrant legal
business, then trespasses that interfere with that business may amount to a seizure and
be recoverable. Ultimately, this would only be a speculative approach, given the unsettled
status of virtual property, and the jurisdictional difficulties of an online tort are beyond the
25
Norris at 102.
26
See e.g. Sotelo v. Direct Revenue, 384 F. Supp. 2d 1219 (N.D. Ill. 2005) (applying trespass elements to
computers); CompuServe, Inc. v. CyberPromotions, 962 F. Supp. 1015 (S.D. Ohio 1997) (applying
trespass elements online).
27
Allison Fass, Sex, Pranks and Reality, Forbes, July 7, 2007, available at
members.forbes.com/forbes/2007/0702/048.html (on file with the McGeorge Law Review). John
Edwards' campaign hoped to use Second Life as platform for connecting with voters. Instead the
campaign headquarters was virtually vandalized.
28
Id.
11
Any gamer who has been involved in multplayer online experiences has
video game who deliberately irritates and angers other players within the game, often
using aspects of the game in unintended ways.30 A griefers goal is to cause distress to his
victims in whatever way possible. This type of player creates the potential for a cause of
infliction of emotional distress.31 This type of cause of action has a high benchmark for it to
be viable, since [there] is no occasion for the law to intervene in every case where
someone's feelings are hurt. The law only intervenes when the hurt is so intense that no
reasonable man could be expected to endure it.32 These types of claims are purposefully
difficult to pursue and require an evidentiary showing as well as a showing that the
go beyond all possible bounds of decency, and be regarded as atrocious, and utterly
intolerable in a civilized community.33 With this in mind, the tort of intentional infliction of
emotional distress will likely only be available in the most extreme situations.
Viability is also a problem with these types of suits. Most online players, even in
VR/AR applications, are anonymous. The only possibility for discovering their identity is to
obtain that information from the gaming company who runs the server. Legal action may
29
Warner, Dorothy; Raiter, Mike (2005). "Social Context in Massively-Multiplayer Online Games
(MMOGs): Ethical Questions in Shared Space" (PDF). International Review of Information Ethics. 4
(December).
30
Id.
31
Benjamin Tyson Duranske, Virtual Law: Navigating the Legal Landscape of Virtual Worlds at 61
(2008).
32
Restatement (Second) of Torts 46 cmt. d (1969).
33
Id.
12
be difficult or impossible due to these types of pre-suit costs and uncertainties. One
possible solution is to make game manufacturers liable for the conduct of their users.
Another option may be to file a tort suit against the manufacturer or administrator
of a game.34 This cause of action would be predicated on a theory that the game
attack to inflict an injury.35 A party that is positioned to redress another's bad acts through
exercising control, or capable of passing on costs associated with liability and thus
impacting activity levels, may be subject to liability for the acts of a third-party.36 Game
manufacturers exercise complete control over VR/AR landscapes via coding and contracts.
Nevertheless, providers may argue they should not be held responsible for the deliberate
acts of third parties, especially if the acts are in violation of rules they have established. The
intervening acts of a third party will not absolve a defendant of negligence liability if the
plaintiff relied on the defendant to take preventative steps or the defendant failed to
34
Pixeleen Mistral, Dreamland Accuses LL of Aiding & Abetting Griefers!!!, Alphaville Herald, Nov. 13,
2007, (Anshe Chung's Second Life business sent patrons a notice urging a class action law suit against
Linden Labs to motivate Linden Labs to do something about griefers).
35
Levine, Alec. Play harms: liability and the play conceit in virtual worlds. McGeorge L. Rev. 41 (2009):
929.
36
Bradley A. Areheart, Regulating Cyberbullies Through Notice-Based Liability, 117 Yale L.J. Pocket
Part 41, 1 (Supp. 2007) (noting victims of cyberbullying, like victims of griefing attacks, are generally left
with no recourse).
37
Levine at 964
13
This argument is mostly moot on the Federal level; the Communications Decency
Act of 1996 effectively immunizes Internet Service Providers from tort liability. The
original purpose of the CDA was to provide regulation of pornographic material on the
Internet, but section 230 added sweeping protection for Internet companies, directing, No
judicial interpretations39 of section 230 provide for broad immunity under the CDA which
would likely be imputed to gaming companies in situations involving third parties, since
under the CDA, they are not liable for these types of vicarious liability claims. Thus
although the game manufacturers represent deep pockets, current Federal law would not
e. Negligence
Rather than purely psychological injury, there is also the potential for direct
physical harm to occur as a result of virtual and augmented reality systems. The goals of
traditional tort liability are many: to reduce the possibility of harm, to promote
fundamental fairness, to make the victims of harm whole, to provide a nonviolent and
values that we as a society deem important, and to allow for the smooth function of
civilization. Rational conduct by financially motivated actors also reduces harm by creating
38
U.S.C. 230(c)(1) (2009).
39
See eg. Blumenthal v. Drudge, 992 F. Supp. 44 (D.D.C. 1998) (finding America Online immune to
defamation section 230 of the CDA); see also Doe v. MySpace, Inc. 474 F. Supp. 2d 843 (W.D. Tex.
2007) (finding a website operator immune under the CDA).
40
Id at 965.
14
incentives to engage in behavior that avoids it, to the extent that such behaviors are not
more costly than the alternatives. By creating a framework for loss shifting from injured
victims to tortfeasors, tort law deters unsafe conduct. A purely financially motivated
rational actor will reduce potentially harmful activity to the extent that the cost of
specific liability frameworks for negligence: traditional negligence and strict liability. As
there is little if any existing case law setting the criteria for injury caused by virtual or
augmented reality, an examination of both standards histories can shed light on which is
most appropriate. Under a traditional negligence standard, actions that cause injury
intentionally, or without regard for established reasonable norms of conduct create liability
for said actions. Liability in this case is based on what a hypothetical, objectively reasonable
The touchstone of reasonableness is a duty of care owed to the entity to which harm
has been caused. A cause of action based on negligence requires proof of four elements. The
defendant owes (1) a duty of care to the plaintiff based upon a certain standard of conduct,
which (2) has been breached, the breach having (3) proximately caused (4) the injury
complained of. However, the concept of duty is a legal fiction; it does not mean that
individual inquiry is always done into the reasonable nature of the actions taken. To the
contrary, it calls for a legal conclusion as to whether the plaintiff's unfortunate reliance
41
See, e.g., Priest, G., Satisfying the Multiple Goals of Tort Law, 22 Val. U. L. Rev. 643, 648 (1988),
also generally the classic case of United States v. Carroll Towing Co. 159 F.2d 169 (2d. Cir. 1947).
42
Abbott, R. Allocating Liability for Computer Generated Torts. Draft working paper, 2016.
15
upon the defendant's prudence is compensable.43 Courts avoid the laymans definition of
reasonableness and causation. A fictitious straw man stands in the place of the ordinary
reasonable actor. Proximate or legal causation is also the standard under a negligence
inquiry rather than actual causation. A duty generally will be held not to exist if the
defendant could not reasonably foresee injury being caused by his or her actions. That is to
say, [i]n practice, for a plaintiff to prevail in most personal injury cases he or she must
prove by a preponderance of evidence that the defendant owed the plaintiff a duty of
reasonable care, that the defendant breached that duty, that the breach caused the
Current tort law already has remedies for harms created through cyber-battery. The
key now is to show that the harms suffered by victims of cyber-battery are real, and that
these harms can be addressed through tort remedies. Current psychological research on
psychology, can show a court that cyber-harms can meet the touching standard under the
Restatement of Torts:
43
W. Prosser & W. Keeton, Handbook On The Law Of Torts 76 N.1 (5th Ed. 1984) at 358.
44
Id.
16
can speak out at bar functions and conferences, as well as write articles to
teach others about the harms of cyber-battery.45
Furthermore, virtual reality and augmented reality have clearly foreseeable risk
associated with them that have already caused injury to some gamers.46 A traditional
products liability examination of virtual reality and augmented reality is necessary. There
have been documented cases of users attempting to sit on a chair or object not physically
present in their space, only to fall down and be injured, in addition to cases of where the
user runs into very real objects not visible to them due to the immersive nature of VR. In
terms of augmented reality, the shock or scare from the superimposition of a non-real
object into the very real world may cause a user to fall, to be struck by a vehicle, or to turn
and run and strike something or fall off a cliff. These risks are increased when the game
encourages moving around, engaging with the real world, or engaging with virtual obejcts
in space, all of which are near-certain to be objectives in current or future VR/AR gaming.
Lawsuits may occur alleging that these products suffer from a design defect and/or fail to
sufficiently warn of their risks.47 However, AR/VR systems differ from many products
where strict liability or negligence has been imputed to the manufacturer. They do not
suffer a design defect solely due to their dangerous nature, but rather the danger is
inherent in their very purpose. Immersion is necessary for VR/AR to properly serve its
purpose as a gaming device. Consumers may only argue that the gaming manufacturers
failed to properly design the product to minimize the risk of harm to the degree possible.
45
Hoffman, Neal. Battery 2.0: upgrading offensive contact battery to the digital age. Case W. Res. JL
Tech. & Internet 1 (2009): 61 at 68 (internal citations omitted).
46
Andrew L. Rossow, Gotta Catch ... A Lawsuit? A Legal Insight into the Intellectual, Civil, and
Criminal Battlefield "Pokmon Go' Has Downloaded Onto Smartphones and Properties Around the
World, 16 J. Marshall Rev. Intell. Prop. L. 329, 343 (2017)
47
Id.
17
Arguments to the contrary may include that the customer was sufficiently warned and that
V. Conclusion
It is clear that much like in physical reality, gamers engaging in augmented or virtual
reality will have the desire to remain uninjured, both physically and psychologically. The
consequences of virtual gaming are such that a single act may have a huge range of
consequences, both on the user engaging in that action, on others involved in the virtual
This problem of foreseeability makes it difficult to establish laws that apply across
different VR/AR platforms and virtual environments. If there is not one set standard that
can reasonably be put down, it may be best to not try at this juncture. Allowing Courts to
take factual scenarios into account while setting rules would be a way to settle expectations
Varying types of liability for both psychological and physical harm, as well as
intentional infliction of emotional distress, negligence, and trespass to virtual property are
some of the issues that we may encounter in the future. There are also a multitude of other
legal issues, including but not limited to privacy, First Amendment Protections, and
criminal law and its applicability to intentional acts of violence committed in the virtual
world.
reasonable and what the risks of harm are in their particular gaming community. We have
18
precedent for this approach in existing law: When applying criminal law to acts during
sports, courts look to the rules and general practices of the sport in question.48
Virtual reality and augmented reality interactions may have the same physical and
psychological effects on gamers using these platforms, but they are not legally identical.
customization, limitations in hardware and software, and other means to combat legal
harms to the VR/AR gaming community. Virtual reality is extremely exciting in the area of
gaming, and it will provide an opportunity to develop the legal framework that may govern
many other portions of emerging technologies. In doing so, we must look at difficult legal
questions regarding tort liability, risk, and injury that occurs in the real and virtual
landscape.
48
Jeffrey Standen, The Manly Sports: The Problematic Use of Criminal Law to Regulate Sports Violence,
99 J. Crim. L. & Criminology 619, 626 (2009).
19